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Show HN: A job application tracker with company reviews, recruiter autoresponder

Hey folks. Rolepad is a product born out of my dissatisfaction with hiring processes - both as a candidate and as a hiring manager. Processes that are non-transparent, inefficient, and full of frustration for both sides. This early iteration has focused on the application tracking aspects with a few extra goodies.<p>These days it is common to apply to dozens of positions (some users track over a hundred opportunities). Without a record-keeping system, it can quickly become an unmanageable mess. Even the better-organized among us often end up juggling spreadsheets, emails, and various notes. Rolepad was built to keep this data (company facts, role details, interview stages, contact info, freeform notes, follow-up actions, and more) in one place. Some of the other neat additions:<p>- Forward emails to save@rolepad.com to save them as notes connected to specific opportunities. Forward recruiter messages to no@rolepad.com to have the system automatically reply with a decline response.<p>- Generate shareable Sankey charts of your progress like this: <a href="https://app.rolepad.com/metrics/6QEbaktB7bqR8glhuYR32" rel="nofollow noreferrer">https://app.rolepad.com/metrics/6QEbaktB7bqR8glhuYR32</a><p>- Submit anonymous reviews and insights about application/interview/offer processes at a company . This is new and there aren’t great examples to share yet (<a href="https://rolepad.com/companies/brilliant.org" rel="nofollow noreferrer">https://rolepad.com/companies/brilliant.org</a> is an early glimpse), and I didn’t want to create fake data as a matter of principle.<p>Oh yeah, and it’s totally free :) Creating an account is passwordless and takes seconds, but if you want to kick the tires even faster, I created test credentials for this occasion:<p><pre><code> username: test@rolepad.com password: hntest </code></pre> With this release, I am also starting conversations with employers (<a href="https://rolepad.com/employers" rel="nofollow noreferrer">https://rolepad.com/employers</a>). A unified platform for candidates and employers can significantly reduce frustration for both in ways that email cannot. I should note that any solutions here have privacy implications and will require an exceedingly thoughtful execution.<p>And now for the tech stack. The main application uses React with Tailwind on the frontend, C# on the backend, hosted in AWS (App Runner, Lambda, RDS Postgres, SES), with auth provided by Google Firebase, and CI/CD via GitHub Actions. The home page is actually an SSR (server-side rendered) application built with vite-plugin-ssr (now vike) and hosted in a Cloudflare Worker that hits the AWS-hosted API. This is basically a best-of-all-worlds SSR configuration - very fast, zero cold start (!), and essentially free.<p>Any and all feedback is sincerely appreciated!

Show HN: A job application tracker with company reviews, recruiter autoresponder

Hey folks. Rolepad is a product born out of my dissatisfaction with hiring processes - both as a candidate and as a hiring manager. Processes that are non-transparent, inefficient, and full of frustration for both sides. This early iteration has focused on the application tracking aspects with a few extra goodies.<p>These days it is common to apply to dozens of positions (some users track over a hundred opportunities). Without a record-keeping system, it can quickly become an unmanageable mess. Even the better-organized among us often end up juggling spreadsheets, emails, and various notes. Rolepad was built to keep this data (company facts, role details, interview stages, contact info, freeform notes, follow-up actions, and more) in one place. Some of the other neat additions:<p>- Forward emails to save@rolepad.com to save them as notes connected to specific opportunities. Forward recruiter messages to no@rolepad.com to have the system automatically reply with a decline response.<p>- Generate shareable Sankey charts of your progress like this: <a href="https://app.rolepad.com/metrics/6QEbaktB7bqR8glhuYR32" rel="nofollow noreferrer">https://app.rolepad.com/metrics/6QEbaktB7bqR8glhuYR32</a><p>- Submit anonymous reviews and insights about application/interview/offer processes at a company . This is new and there aren’t great examples to share yet (<a href="https://rolepad.com/companies/brilliant.org" rel="nofollow noreferrer">https://rolepad.com/companies/brilliant.org</a> is an early glimpse), and I didn’t want to create fake data as a matter of principle.<p>Oh yeah, and it’s totally free :) Creating an account is passwordless and takes seconds, but if you want to kick the tires even faster, I created test credentials for this occasion:<p><pre><code> username: test@rolepad.com password: hntest </code></pre> With this release, I am also starting conversations with employers (<a href="https://rolepad.com/employers" rel="nofollow noreferrer">https://rolepad.com/employers</a>). A unified platform for candidates and employers can significantly reduce frustration for both in ways that email cannot. I should note that any solutions here have privacy implications and will require an exceedingly thoughtful execution.<p>And now for the tech stack. The main application uses React with Tailwind on the frontend, C# on the backend, hosted in AWS (App Runner, Lambda, RDS Postgres, SES), with auth provided by Google Firebase, and CI/CD via GitHub Actions. The home page is actually an SSR (server-side rendered) application built with vite-plugin-ssr (now vike) and hosted in a Cloudflare Worker that hits the AWS-hosted API. This is basically a best-of-all-worlds SSR configuration - very fast, zero cold start (!), and essentially free.<p>Any and all feedback is sincerely appreciated!

Show HN: Use an old tablet as an extra monitor

but only for terminal and curses apps

Show HN: Use an old tablet as an extra monitor

but only for terminal and curses apps

Show HN: An app store just for installable web apps

Show HN: Classic Video Poker

I'm a Unity 3D refugee, certified expert, started in 2005 when it was a two man-band with Joachim and David.<p>I've been lucky enough to make a good living out of Unity with my own consultancy over the years making data visualisation applications (Wind Energy) and innovation projects (Visualising accounting data for Wolters Kluwer etc.).<p>Godot is pretty amazing in my opinion. Wrote this game over a few days and was productive in Godot basically instantly. I couldn't get up and running in Unreal despite trying a few times.<p>It's my ambition to start a niche agency developing 80's style games of skill and chance for the corporate world.<p>So... If anyone has any leads for making Space Invaders for Nike - please help! Happy to pay 5% on whatever work I get.

Show HN: A new stdlib for Golang focusing on platform native support

No gc, No goroutines, Produces small binaries while using the unmodified official go toolchain, and comes with complete Web SDK (generated from w3c/webref).<p>We are building `pcz` to provide a reimagination of Go the language, in an effort to make it suitable for all kinds of programming tasks, and currently you can use it to build efficient web applications in Go using the generated Web SDK (as shown with the live web demo[1]).<p>The journey is just starting, any suggestions? or any critics?<p>[1]: <a href="https://primecitizens.github.io/livedemos/10-plat-web/" rel="nofollow noreferrer">https://primecitizens.github.io/livedemos/10-plat-web/</a>

Show HN: OpenStatus – Open-source monitoring with incident managements

Hey HN!<p>We’re Max and Thibault building OpenStatus.dev an OpenSource synthetic monitoring platform with incident managements<p>1 min demo: <a href="https://twitter.com/mxkaske/status/1685666982786404352" rel="nofollow noreferrer">https://twitter.com/mxkaske/status/1685666982786404352</a><p>We have just reached 2000 stars on GitHub<p><a href="https://github.com/openstatusHQ/openstatus">https://github.com/openstatusHQ/openstatus</a><p>We are really excited to hear your feedback/questions and connect further: our emails are max@openstatus.dev and thibault@openstatus.dev.<p>Thank you!

Show HN: A map that tells you if a NYC cafe has WiFi, a restroom, and an outlet

I am slowly adding more locations now. This is intended to be a crowdsourced map. Everyone is welcome to add more locations and provide comments/votes here.<p>Free people from going to a cafe for work only to leave because there's no wifi, restroom, or outlet!!<p>Demo: <a href="https://x.com/KSeisai/status/1708273554041504028?s=20" rel="nofollow noreferrer">https://x.com/KSeisai/status/1708273554041504028?s=20</a>

Show HN: RISC-V assembly tabletop board game (hack your opponent)

I made this game to teach my daughter how buffer overflows work. I want her to look at programs as things she can change, and make them do whatever she wants.<p>Building your exploit in memory and jumping to it feels so cool. I hope this game teaches kids and programmers (who seem to have forgotten what computers actually are) that its quite fun to mess with programs. We used to have that excitement few years ago, just break into softice and change a branch into a nop and ignore the serial number check, or go to a different game level because this one is too annoying.<p>While working on the game I kept thinking what we have lost from 6502 to Apple Silicon, and the transition from 'personal computers' to 'you are completely not responsible for most the code running on your device', it made me a bit sad and happy in the same time, RISCV seems like a breath of fresh air, and many hackers will build many new things, new protocols, new networks, new programs. As PI4 cost increases, the esp32 cost is decreasing, we have transparent displays for 20$, good computers for 5$, cheap lora, and etc. Everything is more accessible than ever.<p>I played with a friend who saw completely different exploits than me, and I learned a lot just from few games, and because of the complexity of the game its often you enter into a position that you get surprised by your own actions :) So if you manage to find at least one friend who is not completely stunned by the assembler, I think you will have some good time.<p>A huge inspiration comes from phrack 49's 'Smashing The Stack For Fun And Profit' which has demystified the stack for me: <a href="http://phrack.org/issues/49/14.html#article" rel="nofollow noreferrer">http://phrack.org/issues/49/14.html#article</a><p>TLDR: computers are fun, and you can make them do things.<p>PS: In order to play with my friends I also built esp32 helper[1] that keeps track of the game state, and when I built it and wrote the code and everything I realized I could've just media queried the web version of the game.. but anyway, its way cooler to have a board game contraption.<p>[1]: <a href="https://punkx.org/overflow/esp32.html" rel="nofollow noreferrer">https://punkx.org/overflow/esp32.html</a>

Show HN: RISC-V assembly tabletop board game (hack your opponent)

I made this game to teach my daughter how buffer overflows work. I want her to look at programs as things she can change, and make them do whatever she wants.<p>Building your exploit in memory and jumping to it feels so cool. I hope this game teaches kids and programmers (who seem to have forgotten what computers actually are) that its quite fun to mess with programs. We used to have that excitement few years ago, just break into softice and change a branch into a nop and ignore the serial number check, or go to a different game level because this one is too annoying.<p>While working on the game I kept thinking what we have lost from 6502 to Apple Silicon, and the transition from 'personal computers' to 'you are completely not responsible for most the code running on your device', it made me a bit sad and happy in the same time, RISCV seems like a breath of fresh air, and many hackers will build many new things, new protocols, new networks, new programs. As PI4 cost increases, the esp32 cost is decreasing, we have transparent displays for 20$, good computers for 5$, cheap lora, and etc. Everything is more accessible than ever.<p>I played with a friend who saw completely different exploits than me, and I learned a lot just from few games, and because of the complexity of the game its often you enter into a position that you get surprised by your own actions :) So if you manage to find at least one friend who is not completely stunned by the assembler, I think you will have some good time.<p>A huge inspiration comes from phrack 49's 'Smashing The Stack For Fun And Profit' which has demystified the stack for me: <a href="http://phrack.org/issues/49/14.html#article" rel="nofollow noreferrer">http://phrack.org/issues/49/14.html#article</a><p>TLDR: computers are fun, and you can make them do things.<p>PS: In order to play with my friends I also built esp32 helper[1] that keeps track of the game state, and when I built it and wrote the code and everything I realized I could've just media queried the web version of the game.. but anyway, its way cooler to have a board game contraption.<p>[1]: <a href="https://punkx.org/overflow/esp32.html" rel="nofollow noreferrer">https://punkx.org/overflow/esp32.html</a>

Show HN: RISC-V assembly tabletop board game (hack your opponent)

I made this game to teach my daughter how buffer overflows work. I want her to look at programs as things she can change, and make them do whatever she wants.<p>Building your exploit in memory and jumping to it feels so cool. I hope this game teaches kids and programmers (who seem to have forgotten what computers actually are) that its quite fun to mess with programs. We used to have that excitement few years ago, just break into softice and change a branch into a nop and ignore the serial number check, or go to a different game level because this one is too annoying.<p>While working on the game I kept thinking what we have lost from 6502 to Apple Silicon, and the transition from 'personal computers' to 'you are completely not responsible for most the code running on your device', it made me a bit sad and happy in the same time, RISCV seems like a breath of fresh air, and many hackers will build many new things, new protocols, new networks, new programs. As PI4 cost increases, the esp32 cost is decreasing, we have transparent displays for 20$, good computers for 5$, cheap lora, and etc. Everything is more accessible than ever.<p>I played with a friend who saw completely different exploits than me, and I learned a lot just from few games, and because of the complexity of the game its often you enter into a position that you get surprised by your own actions :) So if you manage to find at least one friend who is not completely stunned by the assembler, I think you will have some good time.<p>A huge inspiration comes from phrack 49's 'Smashing The Stack For Fun And Profit' which has demystified the stack for me: <a href="http://phrack.org/issues/49/14.html#article" rel="nofollow noreferrer">http://phrack.org/issues/49/14.html#article</a><p>TLDR: computers are fun, and you can make them do things.<p>PS: In order to play with my friends I also built esp32 helper[1] that keeps track of the game state, and when I built it and wrote the code and everything I realized I could've just media queried the web version of the game.. but anyway, its way cooler to have a board game contraption.<p>[1]: <a href="https://punkx.org/overflow/esp32.html" rel="nofollow noreferrer">https://punkx.org/overflow/esp32.html</a>

Show HN: Carton – Run any ML model from any programming language

The goal of Carton is to let you use a single interface to run any machine learning model from any programming language.<p>It’s currently difficult to integrate models that use different technologies (e.g. TensorRT, Ludwig, TorchScript, JAX, GGML, etc) into your application, especially if you’re not using Python. Even if you learn the details of integrating each of these frameworks, running multiple frameworks in one process can cause hard-to-debug crashes.<p>Ideally, the ML framework a model was developed in should just be an implementation detail. Carton lets you decouple your application from specific ML frameworks so you can focus on the problem you actually want to solve.<p>At a high level, the way Carton works is by running models in their own processes and using an IPC system to communicate back and forth with low overhead. Carton is primarily implemented in Rust, with bindings to other languages. There are lots more details linked in the architecture doc below.<p>Importantly, Carton uses your model’s original underlying framework (e.g. PyTorch) under the hood to actually execute the model. This is meaningful because it makes Carton composable with other technologies. For example, it’s easy to use custom ops, TensorRT, etc without changes. This lets you keep up with cutting-edge advances, but decouples them from your application.<p>I’ve been working on Carton for almost a year now and I’m excited to open source it today!<p>Some useful links:<p>* Website, docs, quickstart - <a href="https://carton.run" rel="nofollow noreferrer">https://carton.run</a><p>* Explore existing models - <a href="https://carton.pub" rel="nofollow noreferrer">https://carton.pub</a><p>* Repo - <a href="https://github.com/VivekPanyam/carton">https://github.com/VivekPanyam/carton</a><p>* Architecture - <a href="https://github.com/VivekPanyam/carton/blob/main/ARCHITECTURE.md">https://github.com/VivekPanyam/carton/blob/main/ARCHITECTURE...</a><p>Please let me know what you think!

Show HN: Generative Fill with AI and 3D

Hey all,<p>You've probably seen projects that add objects to an image from a style or text prompt, like InteriorAI (levelsio) and Adobe Firefly. The prevalent issue with these diffusion-based inpainting approaches is that they don't yet have great conditioning on lighting, perspective, and structure. You'll often get incorrect or generic shadows; warped-looking objects; and distorted backgrounds.<p>What is Fill 3D? Fill 3D is an exploration on doing generative fill in 3D to render ultra-realistic results that harmonize with the background image, using industry-standard path tracing, akin to compositing in Hollywood movies.<p>How does it work? 1. Deproject: First, deproject an image to a 3D shell using both geometric and photometric cues from the input image. 2. Place: Draw rectangles and describe what you want in them, akin to Photoshop's Generative Fill feature. 3. Render: Use good ol' path tracing to render ultra-realistic results.<p>Why Fill 3D? + The results are insanely realistic (see video in the github repo, or on the website). + Fast enough: Currently, generations take 40-80 seconds. Diffusion takes ~10seconds, so we're slower, but for the level of realism, it's pretty good. + Potential applications: I'm thinking of virtual staging in real estate media, what do you think?<p>Check it out at <a href="https://fill3d.ai" rel="nofollow noreferrer">https://fill3d.ai</a> + There's API access! :D + Right now, you need an image of an empty room. Will loosen this restriction over time.<p>Fill 3D is built on Function (<a href="https://fxn.ai" rel="nofollow noreferrer">https://fxn.ai</a>). With Function, I can run the Python functions that do the steps above on powerful GPUs with only code (no Dockerfile, YAML, k8s, etc), and invoke them from just about anywhere. I'm the founder of fxn.<p>Tell me what you think!!<p>PS: This is my first Show HN, so please be nice :)

Show HN: Generative Fill with AI and 3D

Hey all,<p>You've probably seen projects that add objects to an image from a style or text prompt, like InteriorAI (levelsio) and Adobe Firefly. The prevalent issue with these diffusion-based inpainting approaches is that they don't yet have great conditioning on lighting, perspective, and structure. You'll often get incorrect or generic shadows; warped-looking objects; and distorted backgrounds.<p>What is Fill 3D? Fill 3D is an exploration on doing generative fill in 3D to render ultra-realistic results that harmonize with the background image, using industry-standard path tracing, akin to compositing in Hollywood movies.<p>How does it work? 1. Deproject: First, deproject an image to a 3D shell using both geometric and photometric cues from the input image. 2. Place: Draw rectangles and describe what you want in them, akin to Photoshop's Generative Fill feature. 3. Render: Use good ol' path tracing to render ultra-realistic results.<p>Why Fill 3D? + The results are insanely realistic (see video in the github repo, or on the website). + Fast enough: Currently, generations take 40-80 seconds. Diffusion takes ~10seconds, so we're slower, but for the level of realism, it's pretty good. + Potential applications: I'm thinking of virtual staging in real estate media, what do you think?<p>Check it out at <a href="https://fill3d.ai" rel="nofollow noreferrer">https://fill3d.ai</a> + There's API access! :D + Right now, you need an image of an empty room. Will loosen this restriction over time.<p>Fill 3D is built on Function (<a href="https://fxn.ai" rel="nofollow noreferrer">https://fxn.ai</a>). With Function, I can run the Python functions that do the steps above on powerful GPUs with only code (no Dockerfile, YAML, k8s, etc), and invoke them from just about anywhere. I'm the founder of fxn.<p>Tell me what you think!!<p>PS: This is my first Show HN, so please be nice :)

Show HN: A JavaScript function that looks and behaves like a pipe operator

Show HN: Magentic – Use LLMs as simple Python functions

This is a Python package that allows you to write function signatures to define LLM queries. This makes it easy to mix regular code with calls to LLMs, which enables you to use the LLM for its creativity and reasoning while also enforcing structure/logic as necessary. LLM output is parsed for you according to the return type annotation of the function, including complex return types such as streaming an array of structured objects.<p>I built this to show that we can think about using LLMs more fluidly than just chains and chats, i.e. more interchangeably with regular code, and to make it easy to do that.<p>Please let me know what you think! Contributions welcome.<p><a href="https://github.com/jackmpcollins/magentic">https://github.com/jackmpcollins/magentic</a>

Show HN: Magentic – Use LLMs as simple Python functions

This is a Python package that allows you to write function signatures to define LLM queries. This makes it easy to mix regular code with calls to LLMs, which enables you to use the LLM for its creativity and reasoning while also enforcing structure/logic as necessary. LLM output is parsed for you according to the return type annotation of the function, including complex return types such as streaming an array of structured objects.<p>I built this to show that we can think about using LLMs more fluidly than just chains and chats, i.e. more interchangeably with regular code, and to make it easy to do that.<p>Please let me know what you think! Contributions welcome.<p><a href="https://github.com/jackmpcollins/magentic">https://github.com/jackmpcollins/magentic</a>

Show HN: Unity like game editor running in pure WASM

In the wake of all the Unity nonsense, just wanted to toss the Raverie engine into this mix :)<p>We’re building off a previous engine that we worked on for DigiPen Institute of Technology called the Zero Engine with a similar component based design architecture to Unity. Our engine had a unique feature called Spaces: separate worlds/levels that you can instantiate and run at the same time, which became super useful for creating UI overlays using only game objects, running multiple simulations, etc. The lighting and rendering engine is scriptable, and the default deferred rendering implementation is based on the Unreal physically based rendering (PBR) approach. The physics engine was built from the ground up to handle both 2D and 3D physics together. The scripting language was also built in house to be a type safe language that binds to C++ objects and facilitates auto-complete (try it in editor!)<p>This particular fork by Raverie builds both the engine and editor to WebAssembly using only clang without Emscripten. We love Emscripten and in fact borrowed a tiny bit of exception code that we’d love to see up-streamed into LLVM, however we wanted to create a pure WASM binary without Emscripten bindings. We also love WASI too though we already had our own in memory virtual file system, hence we don’t use the WASI imports. All WASM imports and exports needed to run the engine are defined here: <a href="https://github.com/raverie-us/raverie-engine/blob/main/Code/Foundation/Platform/PlatformCommunication.hpp">https://github.com/raverie-us/raverie-engine/blob/main/Code/...</a><p>The abstraction means that in the future, porting to other platforms that can support a WASM runtime should be trivial. It’s our dream to be able to export a build of your game to any platform, all from inside the browser. Our near term road-map includes getting the sound engine integrated with WebAudio, getting the script debugger working (currently freezes), porting our networking engine to WebRTC and WebSockets, and getting saving/loading from a database instead of browser local storage.<p>Our end goal is to use this engine to create an online Flash-like hub for games that people can share and remix, akin to Scratch or Tinkercad.<p><a href="https://github.com/raverie-us/raverie-engine">https://github.com/raverie-us/raverie-engine</a>

Show HN: Unity like game editor running in pure WASM

In the wake of all the Unity nonsense, just wanted to toss the Raverie engine into this mix :)<p>We’re building off a previous engine that we worked on for DigiPen Institute of Technology called the Zero Engine with a similar component based design architecture to Unity. Our engine had a unique feature called Spaces: separate worlds/levels that you can instantiate and run at the same time, which became super useful for creating UI overlays using only game objects, running multiple simulations, etc. The lighting and rendering engine is scriptable, and the default deferred rendering implementation is based on the Unreal physically based rendering (PBR) approach. The physics engine was built from the ground up to handle both 2D and 3D physics together. The scripting language was also built in house to be a type safe language that binds to C++ objects and facilitates auto-complete (try it in editor!)<p>This particular fork by Raverie builds both the engine and editor to WebAssembly using only clang without Emscripten. We love Emscripten and in fact borrowed a tiny bit of exception code that we’d love to see up-streamed into LLVM, however we wanted to create a pure WASM binary without Emscripten bindings. We also love WASI too though we already had our own in memory virtual file system, hence we don’t use the WASI imports. All WASM imports and exports needed to run the engine are defined here: <a href="https://github.com/raverie-us/raverie-engine/blob/main/Code/Foundation/Platform/PlatformCommunication.hpp">https://github.com/raverie-us/raverie-engine/blob/main/Code/...</a><p>The abstraction means that in the future, porting to other platforms that can support a WASM runtime should be trivial. It’s our dream to be able to export a build of your game to any platform, all from inside the browser. Our near term road-map includes getting the sound engine integrated with WebAudio, getting the script debugger working (currently freezes), porting our networking engine to WebRTC and WebSockets, and getting saving/loading from a database instead of browser local storage.<p>Our end goal is to use this engine to create an online Flash-like hub for games that people can share and remix, akin to Scratch or Tinkercad.<p><a href="https://github.com/raverie-us/raverie-engine">https://github.com/raverie-us/raverie-engine</a>

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